Trial of Valor:

Since Loken’s betrayal, Odyn has been trapped within the Halls of Valor as Helya plots in the shadows to claim the souls of his valarjar champions. In recent days, however, great heroes have arrived in the lands of Stormheim in the Legion’s wake. Hoping that their might and determination could tip the scales and end Helya’s reign, Odyn summons these champions for a final test.

Odyn

In ages past, Odyn led the titan-forged armies against the Black Empire of the Old Gods. But for millennia he has been confined to the Halls of Valor by the curse of his bitter nemesis, Helya. Odyn seeks mortal champions to vanquish the ruler of Helheim and secure his freedom.

Overview – Odyn challenges players to prove their worth before delving into Helheim to face Helya. Players begin the encounter facing Hymdall and Hyrja. After bringing both Hymdall and Hyrja to 25% health before they can cast |Hspell: 228,171|h[Revivify]|h, Odyn leaps into battle.At 55% health remaining, Odyn shows his true power and begins to fill the room with |Hspell: 227,475|h[Cleansing Flame]|h. When Odyn reaches 10% health, he is satisfied with your martial prowess, and allows you to become his champions in the fight against Helya.

Horn of Valor – Inflicts 1,000,000 Physical damage to all enemies within 15 yards and causes all players to resonate inflicting 464,500 Physical damage to allies within 5 yards.

Valarjar’s Bond – While Hymdall and Hyrja are within 35 yards of each other their damage taken is reduced by 99%.

Revivify – Upon reaching 25% health, the caster becomes immune to all damage and begins casting Revivify, healing 20% of the caster’s maximum life.
The cast is interrupted if both Hyrja and Hymdall are defeated.

Hyrja –

Expel Light – Hyrja enchants a player to radiate a burst of light after 3 sec, inflicting 893,000 Holy damage to all players within 8 yards.

Shield of Light – Hyrja charges her shield with light, launching a burst of energy towards a random player, inflicting 3,210,000 Holy damage split between all enemies in a line.

Valarjar’s Bond – While Hymdall and Hyrja are within 35 yards of each other their damage taken is reduced by 99%.

Revivify – Upon reaching 25% health, the caster becomes immune to all damage and begins casting Revivify, healing 20% of the caster’s maximum life.
The cast is interrupted if both Hyrja and Hymdall are defeated.

Runic Shield – All damage taken is reduced by 99%. Moving a marked Valarjar Runebearer into a matching rune cancels this effect.

Stage Two: The Prime Designate –

Test of the Ages – Periodically, Hymdall and Hyrja leap into the arena, engaging the players in battle.Bringing them to 85% health causes them to exit the arena until called upon again.

Valarjar’s Bond – While Odyn, Hymdall, or Hyrja are within 35 yards of each other their damage taken is reduced by 90%.

Odyn –

Odyn’s Test – With each consecutive melee attack against the same target, Odyn’s attack speed increases by 4%. This effect stacks.

Spear of Light – Odyn creates a Spear of Light at the location of several players, inflicting 750,000 Holy damage to players within 8 yards of the impact.
In addition, when each spear is summoned it expels 3 Glowing Fragments.
Touching a Spear of Light causes it to Shatter.

Runic Shield – All damage taken is reduced by 99%. Moving a marked Valarjar Runebearer into a matching rune cancels this effect.

Protected – A player standing within an empowered rune with a matching symbol becomes protected, reducing their damage taken from Unerring Blast by 90%.

Valarjar Runebearer – As Odyn begins Draw Power, 5 Valarjar Runebearers leap into combat. Slaying a Valarjar Runebearer brands up to 4 players with a rune. Players with a matching symbol can touch the rune to become Protected.

Runic Shield – All damage taken is reduced by 99%. Moving a marked Valarjar Runebearer into a matching rune cancels this effect.

Stage Three: The Final Test –

Odyn –

Stormforged Spear – Inflicts 11,600,000 Physical damage to the target. This damage is decreased the further the target is from Odyn.
In addition, the spear discharges an arc of lightning that inflicts an additional 331,000 Nature damage to all players.

Radiant Smite – Inflicts 750,000 Holy damage to each player. Each player then triggers an Echo of Radiance.

Echo of Radiance – Inflicts 500,000 Holy damage to all players within 15 yards of the target. Players with matching runes are immune to this damage.

Storm of Justice – Odyn marks each player. After 5 sec, lightning strikes each target, inflicting 309,000 Nature damage to all players within 8 yards of an impact.
In addition, a Raging Tempest is summoned.

Raging Tempest – Creates a vortex of electirc current that inflicts 477,750 Nature damage and knocks players into the air.

Arcing Storm – Odyn periodically unleashes a bolt of lightning at a random target inflicting 142,500 Nature damage. The intensity of the bolts increases over time.

Cleansing Flame – Holy flame erupts from the ground inflicting 264,000 Holy damage every 1 sec. while within the effect. Remaining within the flames increases this damage.

Guarm

Helya’s vicious three-headed hound stands guard at the gates of Helheim. Bred to require neither comfort nor sleep, Guarm remains ever-watchful for any invaders who come to challenge the reign of his cruel mistress.

Roaring Leap – Knocks back all players within 25 yards of Guarm, then leaps toward the largest clump of players and deals 357,000 Physical damage and stuns all players within 12 yards.

Headlong Charge – Guarm leaps to the end of the arena, then charges back and forth, knocking back and dealing 1,500,000 Physical damage to all players in his path.

Helya

Though she once served as Odyn’s right hand, the vengeful Helya will stop at nothing to ensure her ancient curse binds the titan keeper to the Halls of Valor. No longer satisfied with ruling her shadowy realm, Helya now commands her vast kvaldir army to plague the lands of the living.

Overview – Helya uses her supernatural powers to conjure orbs, taint foes, breathe sludge, and crush her enemies.Upon reaching 65% health, Helya departs beneath the sea, assaulting the raid from afar with her denizens of Helheim or ocean waves from the Maw of Souls. Defeating Helya’s tentacles wounds her, causing her to return to the shore.Helya then orders the last stand of Helheim, invoking both the minions of Helheim and her supernatural powers until her defeat.

Orb of Corruption – Conjure an Orb of Corruption which passes over the encounter area, pulsing 214,500 Shadow damage every second at several locations, tracking nearby players.
Taking damage from an Orb of Corruption increases damage taken by Orb of Corruption by 100%. This effect stacks.

Corrupted Slicer – A beam of corrupted energy surges between the Orbs, inflicting 5,000,000 Shadow damage to enemies struck by the beam.

Bilewater Liquefaction – The slime’s skin bursts, inflicting 85,700 Frost damage to all enemies, reducing in damage by up to 90% based on the slime’s remaining health. This explosion creates pool of Bilewater Corrosion on the ground, inflicting 107,000 Frost damage every second for 45 sec. The size of the corrosive pool is also based on the slime’s remaining health.

Bilewater Corrosion – The slime’s skin bursts, inflicting 85,700 Frost damage to all enemies, reducing in damage by up to 90% based on the slime’s remaining health. This explosion creates pool of Bilewater Corrosion on the ground, inflicting 107,000 Frost damage every second for 45 sec. The size of the corrosive pool is also based on the slime’s remaining health.

Tentacle Strike – Helya’s tentacle emerges at the front or back of the platform.
The tentacle strikes the ground after several seconds, inflicting 1,430,000 Nature damage, divided amongst all enemies struck.
If the tentacle impacts the ground without resistance, it sends shockwaves across the platform, inflicting 1,430,000 Nature damage to all players.

Tentacle Slam – If no targets are struck by Tentacle Strike, the impact sends a shockwave across the platform inflicting 1,430,000 Nature damage to all enemies.

Taint of the Sea – Taints a target, inflicting 179,000 Frost damage every second. When this aura is removed, the taint explodes, inflicting 46,450 Frost damage to all players.

Tainted Essence – The expelled Taint of the Sea leaves behind a Tainted Essence, which explodes after a short time, inflicting 643,000 Frost damage to enemies within 8 yards.

Stage Two: From the Mists – Upon reaching 65% health, Helya departs beneath the sea, assaulting the raid from afar with her denizens of Helheim or ocean waves from the Maw of Souls. Defeating Helya’s tentacles wounds her, causing her to return to the shore.

Helya –

Fury of the Maw – Calls upon the fury of the maw, invoking a wave to push away players, inflicting 71,400 Frost damage every half-second.
Fury of the Maw washes away Bilewater Liquefaction, Decay, and Desiccated Decaying Minions.

Anchor Slam – Slams the ground with his anchor, inflicting 2,145,000 Physical damage and knocks them up, and increases all damage taken by targets struck by 400% for 6 seconds.

Night Watch Mariner –

Lantern of Darkness – Exposes shadowy energy within his lantern, inflicting 81,000 Shadow damage every half-second to all enemies for 6 sec. This damage increases by 75% each pulse. This effect stacks.

Stage Three: Helheim’s Last Stand – Helya orders the last stand of Helheim, invoking both the minions of Helheim and her supernatural powers until her defeat.

Helya –

Orb of Corrosion – Conjure an Orb of Corrosion which passes over the encounter area, pulsing 250,000 Frost damage every second at several locations, tracking nearby players and creating patches of Decay.
Taking damage from an Orb of Corrosion increases damage taken by Orb of Corrosion by 100%. This effect stacks.
Orb of Corrosion triggers Tainted Reanimation every pulse.

Corrupted Axion – Fires a gout of shadowy magic at a targeted location, inflicting 300,000 Shadow damage and absorbing 300,000 healing for 30 sec to targets within 5 yards of the impact location. In the axion strikes no targets, it explodes, applying Corrupted Axion to all players. This effect stacks.

Corrupted – The Corrupted Axion instills insidious thoughts if not removed, granting Helya power over their actions, charming them. This effect breaks if their health goes below 10%.

Lantern of Darkness – Exposes shadowy energy within his lantern, inflicting 81,000 Shadow damage every half-second to all enemies for 6 sec. This damage increases by 75% each pulse. This effect stacks.

Return to Karazhan:

From the moment of its mysterious creation, the purpose of this dark tower has been intertwined with the history of the Guardians of Tirisfal, once Azeroth’s greatest bulwark against the Legion. It is now best known as the home of Medivh, who tragically betrayed Azeroth and brought the unbroken chain of Guardians to an end. This legacy makes Karazhan a place of particular interest for the Legion, who have descended in full force in an effort to open a new front in their war on the denizens of Azeroth.

Maiden of Virtue

Arriving in Karazhan to cleanse the tower of vice and corruption, the titan watcher was infuriated by Medivh’s infamous parties and debaucheries. As her crusade for virtue seeks converts to her cause, the Maiden remains committed to purging immorality using all the powers at her disposal.

Overview – The Maiden of Virtue will place patches of Sacred Ground underneath players which will slowly expand and inflict damage to players who enter.She will later cast Mass Repentance, which places a stun on the entire group that breaks on damage taken. She then protects herself with Holy Bulwark, which players must damage her to remove, and casts Holy Wrath, which players should interrupt after removing Holy Bulwark.

Mass Repentance – Incapacitates all players for 30 sec, or until they take damage. After casting Mass Repentance, the Maiden of Virtue will cast Holy Bulwark, and then repeatedly cast Holy Wrath until Holy Bulwark is removed.

Holy Bulwark – Absorbs up to 3,900,000 damage and makes the Maiden of Virtue immune to interrupts.

Holy Wrath – Inflicts 2,000,000 Holy damage to players and increases all damage taken by 100% for the remainder of the encounter.
This effect stacks.

Opera Hall: Wikket

Are villains born evil, or do they fall into wickedness due to the influence of others? Perhaps considering this quandary from the hozen point of view will offer enlightenment…

Thunder Ritual – Marks all players with a Thunder Ritual. Upon expiration, inflicts 770,500 Nature damage to all players within 5 yds.

Wash Away – Waves of water sweep in from the edges of the room, inflicting 875,000 Frost damage to players they collide with.

Opera Hall: Beautiful Beast

Cursed to take the form of a beastly monster, Brute must find true love before he loses his life to the dark magic that transformed him. Will he learn proper table manners in time to win the heart of the fair Bella?

Overview – Coggleston, along with the other castle servants, protects Bella and prevents any would-be interlopers from obstructing true love.

Flashing Forks – Forks fly at a target, spinning in place and inflicting 265,000 Physical damage to all players within 5 yds every 1 sec for 4 sec.

Attumen the Huntsman

Once charged with hunting game for his master’s feasts, Attumen now sets his sights on a very different kind of quarry. Ever wary of those seeking to steal his famed steed, Midnight, Attumen unleashes his well-honed fighting skills against all intruders.

Overview – Attumen fights from the saddle until Midnight has her health reduced to 50%. At this point Midnight and Attumen will fight separately for a short while. Midnight will regain her health, then Attumen will remount and fight from the saddle once again.

Horse and Rider as One – Attumen begins the fight astride his faithful steed, Midnight.

Intangible Presence – The caster summons a specter to haunt their enemies. This specter will inflict 200,000 Shadow damage to all players every 2 sec. until it is dispelled. Dispelling the wrong player will result in all players taking 600,000 Shadow damage instead.

Mighty Stomp – Midnight rears up, then stomps down with her front hooves. All players within 30 yards suffer 300,000 Fire damage and have any spells interrupted for 4 sec.

Spectral Charge – The caster summons forth a line of spectral horses to charge across the battlefield. Any players caught in their path suffer 500,000 Shadow damage.

Fighting on Foot – When Midnight has her health reduced, Attumen dismounts and fights on foot until Midnight’s health regenerates.

Mezair – Midnight raises her front hooves and charges forward, inflicting 600,000 Fire damage to all enemies in a cone in front of her.

Mortal Strike – Attumen swings his sword in an overhead chop. All enemies within 12 yards in front of Attumen take Physical damage and have their maximum health reduced to 50% of normal.

Shared Suffering – The caster swings their sword in a great arc, inflicting 7,000,000 Shadow damage evenly divided amongst all targets in the sword’s path.

Moroes

Moroes, the steward of Karazhan, dotes upon his master’s dinner guests within the grand Banquet Hall. Eternally devoted to the care of the tower, he dispatches impolite party crashers with cruel efficiency.

Overview – As the fight progresses, Moroes uses Garrote to continously spread damage across the party.Moroes casts Ghastly Purge at 60% health, making all his dinner guests immune to crowd control abilities.

Damage Dealers –

Kill the additional dinner guests before Moroes uses Ghastly Purge to make them immune to stuns and bonds.

Whirling Edge – Throws an enchanted blade towards a random player. Upon landing the blade begins to whirl inflicting 175,000 Physical damage every 2 sec to all enemies within the zone.

Lord Crispin Ference –

Will Breaker – The swings his weapon, inflicting 450,000 Holy damage to targets in a line in front of the caster.

The Curator

The Curator safeguards the Menagerie from unwelcome guests, terminating trespassers who seek to plunder the secrets of Karazhan. Though assembled by Medivh himself, the guardian construct has deteriorated over time, becoming prone to energy overloads and erratic behavior.

Overview – The Curator loses mana as it casts spells to strike its foes. When it reaches 10% mana, it will cease attacking and rapidly regenerate its mana. While it does so, it is very vulnerable to player attacks.

Tanks –

The Curator targets you with Power Discharge. Place damaging area effects strategically.

Power Discharge – The Curator fires a ball of lightning which inflicts Arcane damage on impact, and creates an area of Power Discharge that periodically inflicts 138,750 Arcane damage to players who remain inside.

Overload – The Curator explodes with energy after casting Evocation, inflicting 425,000 Arcane damage. This effect is stronger for each Overload the Curator has cast.

Shade of Medivh

So great was the power of the Last Guardian, Medivh, that his magic still echoes through the halls of Karazhan. Some of these echoes take the shape of visions, revealing past events to the tower’s guests. Others assume more malevolent forms, recalling a time when the Guardian’s will was not his own.

Piercing Missiles – The Shade of Medivh pierces a player with Arcane magic for 5 sec, inflicting 450,000 Arcane damage every 0.5 sec. This effect increases the Arcane damage taken of the target by 25% for 20 sec if Piercing Missiles is channeled for its full duration.

Inferno Bolt – The Shade of Medivh ignites a player and all players within 8 yards of them. This effect inflicts 500,000 Fire damage and an additional 150,000 Fire damage every second for 5 sec.
Inferno Bolt cancels the effect of Frostbite on any player that it hits.

Frostbite – The Shade of Medivh freezes a player, inflicting 700,000 Frost damage and stunning them indefinitely.
This effect is canceled when the target is hit by Inferno Bolt

Focused Power – When the Shade of Medivh reaches full mana he unleashes one of his powerful abilities.

Ceaseless Winter – The Shade of Medivh summons a blizzard that fills the entire room for 20 sec. All players suffer 105,000 every second for 15 sec and have their movement speed reduced by 5%. This effect stacks.
Moving will cancel one application of Ceaseless Winter.

Flame Wreath – The Shade of Medivh wreaths several players in flames, trapping them for 20 sec. If the player leaves the ring or if another player enters the ring it explodes, inflicting 2,500,000 Fire damage to all players.

Mana Devourer

Rarely does the sight of a mana wyrm cause a seasoned adventurer concern. These small, simple creatures float about, consuming stray pockets of arcane energy. But in Karazhan, tables are often turned, and what at first glance appears harmless may be revealed as an enormous threat.

Overview – When threatened the Mana Devourer attack its enemies with a variety of area effect attacks. Periodically during combat the Mana Devourer will Coalesce Power expelling all of its mana as creating Loose Unstable Mana. Players will need to collect the Loose Mana before it reaches the Mana Devourer. After collecting the Unstable Mana, the players need to clear its stacks by standing in Energy Void before the Mana Devourer casts Discharge Essence. If the Mana Devourer should ever reach full mana it will cast Decimating Essence, most likely killing the entire party.

Coalesce Power – The Mana Devourer shields itself from damage, decreasing all damage taken by 75% and expelling all of its mana as Loose Mana.

Loose Mana – Contact with Loose Mana restores 10% of total mana and applies a stack of Unstable Mana to the target. If the Mana Devourer makes contact with Loose Mana, it will fully consume it, gaining 5% of its total mana.

Unstable Mana – Power surges through the targets body, inflicting 100,000 Arcane damage every 5 sec and increasing all damage done by 10%

Energy Void – Energy fluctuations around the Mana Devourer create mana deficient zones, inflicting 180,000 Shadow damage and consuming a stack of Unstable Mana every 1 sec. If the target has no stacks of Unstable Mana, the Energy Void will drain 20% of their total mana every 1 sec.

Arcane Bomb – A nearby area becomes unstable and explodes with Arcane energy, inflicting 1,014,000 Arcane damage to all enemies within 10 yds.

Viz’aduum the Watcher

The all-seeing Viz’aduum was commanded by Kil’jaeden to capture Karazhan and tap into the tendrils of ley energy woven through the tower. Should he succeed in anchoring the structure to the myriad of worlds held by the Legion, the Dark Titan’s army will overrun Azeroth and leave little more than a smoldering husk.

Overview – Upon reaching 66% and 33% health, Viz’aduum the Watcher will open aDemonic Portal to retreat to a nearby Legion Command Ship.

Stage Three: The Rift! – Viz’aduum the Watcher retreats to the nearby Bombardment Command Ship and calls in allies from the Rift above.

Stabilize Rift – Upon reaching the Command Ship Viz’aduum the Watcher will attempt to stabalize the Rift that is connected to distant Legion worlds. If he successfully stablizes the rift reinforcements will stream through at a significantly increased rate.